The Thieves’ Isles
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Rumors for Thieves' Isles

Location

The actual location of the Isles is of great debate. Many sailors who have claimed to catch a glimpse of the Isles, have been unable to find them again in the same location. Many times maps have been made, only to discover that the location and number of Isles have changed.

In a general sense, the Thieves’ Isles lay in the Veldren Ocean somewhere off the southeastern coast of Irroquin. These islands are never visible from the mainland.


Land

The number of Isles remains unknown. Some say there are as few as five, while others claim there are hundreds. Descriptions of these Isles range from harsh rocky terrain to lush tropical isles. Some tales state that on the largest of the isles lays a dormant volcano.


Resources

Unknown. Supposedly there are a lot of supplies shipped into the Thieves’ Isles, which may act as a conduit for stolen goods. Others would say that the Isles supply Xaria with more than its fair share of competent thieves and assassins. For obvious reasons these facts cannot be confirmed.


Past

The origins of the Thieves’ Isles are lost in time and the present inhabitants aren’t talking. What is known is that in a time before normal history began, the Isles were an ordinary collection of islands. At some point a powerful enchantment was wound about the area accounting for its seemingly changing location and landscapes.


Present

Everyone knows that the Thieves’ Isles are the hiding place of numerous thieves, assassins, pirates and is probably the seat of power behind the Xarian Thieves' Guild (ergo the name “Thieves’ Isles”). In fact, even hinting knowledge of the place is tantamount to admitting to being a thief.

What makes the islands such a good retreat is the fact that the ancient enchantment covering the territory makes it impossible to chart, explore or sometimes even find!

Those trying to explore the shores either journey for days and find themselves where they began or never return at all. Stories tell that even if you find the islands, you will never return to the same spot twice.

In 505 the mists and enchantments surrounding the islands vanished, sighted off the coast of Quivera. It was rumored that ancient Consortium archways were discovered on one of the larger islands but the shrouding protection returned before a full expedition could be carried out.


Capital

There are no known settlements or towns, and no known capital.


Government

There are a few rumors as to who currently holds control over the Thieves’ Isles. Some suspect that the island is run by a band of pirates that ran aground and found wealth beyond the dreams of avarice. Using the horde to build their own private kingdom, they finance pirates across the seas to maintain their need for even more wealth.

Others say that for the last few hundred years a family has been in control of the isles, and from there they run the Xarian Thieves' Guild.

Still others say that members of an ancient order of mages live eternally on the isles, using their magik to sustain their lives and keeping them secret from the rest of the world.

In any event, someone lives and controls those Isles and attempts to find out who are constantly thwarted.


Military

The Thieves’ Isles have no known navy, though some sailors report the possibility of a fleet of pirate and cargo vessels. A port of any kind has yet to be discovered.

There would seem to be no need of an army due the inability to find a town of any kind.


Of Interest

Very little is publicly known about the Thieves’ Isles. Most of the knowledge and information that has been gathered is based on rumor and speculation.

The Xarian Thieves' Guild is an intricate web spread throughout the continent. It is so intertwined with the societies of many countries that it is difficult to ferret out.

The identity of its members is held in the most secrecy. All governments deny affiliation with the Xarian Thieves' Guild. Some countries do deal with the Guild, but admitting dealings with the Guild will cause their country some serious economic and social dilemmas. There are some countries that have declared that any agent of the Thieves Guild will be killed upon discovery.

A Guild member, if captured, would rather die, than reveal any information about the business of the Guild or the possible location of the Thieves’ Isles. Those who run around in public or in the dark corner of taverns claiming that they were born on the Thieves’ Isles or are associated with the Guild are insane and most likely will meet the end of a poisoned dagger. It appears that those in the Guild are sworn to the cause over their own life.

Making discoveries even more difficult, sea monsters are known to occasionally prowl the shipping lanes near the Isles.